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Re: Tiberian Dawn: The First Strike [message #486351 is a reply to message #486350] Fri, 21 February 2014 16:35 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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Bfranx wrote on Sat, 22 February 2014 05:38

What would you say is the angle on the satellite dish in this picture?

I'm thinking 145 degrees but I'm not sure.


Seriously?

..........


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Re: Tiberian Dawn: The First Strike [message #486353 is a reply to message #486351] Fri, 21 February 2014 17:40 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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nopol10 wrote on Fri, 21 February 2014 16:35

Bfranx wrote on Sat, 22 February 2014 05:38

What would you say is the angle on the satellite dish in this picture?

I'm thinking 145 degrees but I'm not sure.


Seriously?

..........



Yes, seriously.

We've tried just eyeballing it and just can't seem to get it right, so now we're trying exact angles.


[Updated on: Fri, 21 February 2014 18:00]

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Re: Tiberian Dawn: The First Strike [message #486370 is a reply to message #433126] Sun, 23 February 2014 12:22 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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Right now we have the QBU-88 set as the sniper rifle for Nod, but I don't think it's a good choice to go up against the M82A1.

After looking around the internet I've found what I think would be a better matchup.

So what do you guys think about the OSV-96?


Re: Tiberian Dawn: The First Strike [message #486404 is a reply to message #433126] Tue, 25 February 2014 13:13 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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Sorry for the multiple posts, but as this differs from the discussion of the previous two posts I hope I can be forgiven.

I'm confused about the Advanced Guard Tower.

index.php?t=getfile&id=14878&private=0

Specifically the antenna. It looks as though it's in the middle of the right side, but if the "windows" are meant to be missile pods, then having an antenna in front of one would make no sense. Now, I've seen the pictures that have the antenna in the corner, and it would make sense to have it in the corner, but I'm just trying to understand why WW would have the antenna in front of a missile pod. Does the antenna replace the missile pod that it would otherwise have blocked? Is that particular missile pod some sort of uplink station for the antenna?
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Re: Tiberian Dawn: The First Strike [message #486894 is a reply to message #433126] Mon, 24 March 2014 21:26 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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Hey guys, back with another building question.

This time, the weapons factory.

We've almost got this one finished up, we're down to the final nitpicking stage.

I'm asking about the walls sticking out of the edges of the building near the door.

Do you think we should include them? And if yes, should we include both? In the first picture I can only see the wall on the left side of the door, and I haven't seen that wall in any of the other pictures of this model.

In addition, does anyone have any pictures that clearly show the vents on the top of the observation deck?

index.php?t=getfile&id=14894&private=0

index.php?t=getfile&id=14895&private=0
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Re: Tiberian Dawn: The First Strike [message #486900 is a reply to message #486894] Tue, 25 March 2014 11:39 Go to previous messageGo to next message
nuker7738 is currently offline  nuker7738
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Since nobody else has bothered to say it in the last year, I figure I will just say it... why exactly are you still continuing this project?

I completely understand wanting to just do a little personal mod on the side, mess around with making some models, drop them into the game and see how they work, and eventually make something interesting for you to play against bots or with a couple of friends. I do that all the time, as a matter of fact most of my mods never see publicity simply because I don't really bother to go all-out and dedicate the time to bring them up to the level of visual quality that the public demands.

I'm not going to sugarcoat it: your project looks like a "just one guy dicking around in 3DSMax" sort of project. There is nothing wrong with that if that is indeed the case, but you say that you have gotten a team of artists involved in this. There's a couple of reasons why that is bad, not the least of which is the fact that you hired some pretty average artists.

First thing's first, I think your decision to make this mod on the Unreal engine was a rather misguided one, because it completely changes the purpose and direction of your project. According to your first post, this was supposed to be a graphical change, nothing more than making Renegade look a bit more like the authentic Tiberian Dawn source material than it does with the stock graphics. In my opinion, there's nothing wrong with a simple mod that aims to touch up the game's models or take the art style in a slightly different direction.

That all changed when you decided to go with the Unreal engine. Because of that decision, nobody really can't tell what exactly your goal is. By taking this into the Unreal world you have effectively changed this project from a simple graphics/art style change to a full-blown total conversion, throwing out all of the built-in CNC features of the Renegade engine and choosing to implement them yourself in the UT3 engine.

There are three problems with that decision. The first is pretty straightforward: there is a clear lack of the experience and knowledge necessary for someone to lead a total conversion project like this. It doesn't seem like you have any context as to the work required to get the gameplay of CNC to function in the UT3 environment. It took the Renegade X guys years on that part alone.

That brings up the second problem: there's already a mod that did what you're trying to do. By switching to Unreal, you have put yourself in direct competition with Renegade X, and at this point, I'm going to be honest, I don't see you ever competing with the incredible stuff those guys are doing.

Not even mentioning that though, the other problem I see is that you're kind of approaching this backwards. All I see right now is a bunch of completely useless UDX assets; there is no indication whatsoever that you have begun to work on the actual gameplay of the mod, which should always come before pretty visuals. Get some basic placeholder graphics in the game and start figuring out how to actually implement the CNC gameplay of destructible buildings, purchase terminals for buying characters and vehicles, the tiberium harvesting system and credits, and superweapon beacons. Once you have at least that much of the game fleshed out, then you can start revisiting the graphics of the game.

Re: Tiberian Dawn: The First Strike [message #486901 is a reply to message #433126] Tue, 25 March 2014 12:20 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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I'm doing this because I want to, shouldn't that be enough?

I also don't see why the game's purpose is so unclear. I want to recreate C&C on the unreal engine, and I (obviously) want it to be closer to the original than Renegade X. Originally it was a mod for Renegade and I decided to make it a standalone game instead, how is that complicated?

I left the W3D Engine for the Unreal Engine because there are more people who work with the Unreal Engine.

I'm focusing on the game's models first because...

a.) It allows people to create 3D assets that they can use later on in their careers.
b.) I need 3D models.

I know that programming will be another hurdle to cross, but I'll worry about it when I get there.

I don't have a set time for this, and I'm not paying anyone to do it, so as far as I'm concerned this can go on for as I long as I feel like continuing it.


[Updated on: Tue, 25 March 2014 12:21]

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Re: Tiberian Dawn: The First Strike [message #486902 is a reply to message #433126] Tue, 25 March 2014 12:38 Go to previous messageGo to next message
nuker7738 is currently offline  nuker7738
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Fair enough, I just hope your "team" doesn't have any illusions about where this project is going or the kind of community support it will have... because currently it doesn't seem to be going anywhere fast and nobody seems to care.

EDIT: Also, since this isn't a Renegade mod anymore, I don't really think this is the place to post stuff about this.

[Updated on: Tue, 25 March 2014 12:41]

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Re: Tiberian Dawn: The First Strike [message #486903 is a reply to message #433126] Tue, 25 March 2014 13:12 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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I suppose I'm wrong to continue posting here, as this isn't a mod, but I am still looking for talent, and I hope that once we release our current batch of models I'll be able to acquire some.

Re: Tiberian Dawn: The First Strike [message #486977 is a reply to message #433126] Mon, 31 March 2014 10:25 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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So, let's talk about colors.

I mean, obviously we'll be using gold and red, but what shade specifically do you guys think we should use? Should we try to mimic the color of the in-game units and buildings, or go for a more faded and realistic approach?


Re: Tiberian Dawn: The First Strike [message #486978 is a reply to message #486977] Mon, 31 March 2014 11:00 Go to previous messageGo to next message
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Bfranx wrote on Mon, 31 March 2014 13:25

So, let's talk about colors.

I mean, obviously we'll be using gold and red, but what shade specifically do you guys think we should use? Should we try to mimic the color of the in-game units and buildings, or go for a more faded and realistic approach?



If you have to ask people what they want to see in YOUR mod, just quit right now. You're wasting your fucking time.

Nuker is spot on with his post, but you're so dellusional and have your head so far up your ass that you think you can get anywhere with this. Look how many fucking years it has been and you can't even produce a video.

Quote:


i cant lie and say that i know what im doing. but so far i've managed to gather 4 members (2 modellers, 1 sound manager, and a tester.)



You have no fricken clue what you're doing so you're pretty much managing a project while being completely clueless. Are you that much of an idiot?


Seriously, drop the project.


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Re: Tiberian Dawn: The First Strike [message #486982 is a reply to message #486978] Mon, 31 March 2014 15:31 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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I'm asking the community what they would like to see, I'm obviously not going to make a game for just myself, so choosing colors for only myself would be ignorant.

I'm not delusional, this is just a way for me to waste time, who cares how long it's been? What the hell is wrong with you people?

That post is four years old, so if anyone is an idiot it would be you for quoting something that isn't even relevant anymore and acting like it can still be viable in an argument.


Re: Tiberian Dawn: The First Strike [message #486983 is a reply to message #486978] Mon, 31 March 2014 16:43 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Xpert wrote on Mon, 31 March 2014 14:00

Bfranx wrote on Mon, 31 March 2014 13:25

So, let's talk about colors.

I mean, obviously we'll be using gold and red, but what shade specifically do you guys think we should use? Should we try to mimic the color of the in-game units and buildings, or go for a more faded and realistic approach?



If you have to ask people what they want to see in YOUR mod, just quit right now. You're wasting your fucking time.

Nuker is spot on with his post, but you're so dellusional and have your head so far up your ass that you think you can get anywhere with this. Look how many fucking years it has been and you can't even produce a video.

Quote:


i cant lie and say that i know what im doing. but so far i've managed to gather 4 members (2 modellers, 1 sound manager, and a tester.)



You have no fricken clue what you're doing so you're pretty much managing a project while being completely clueless. Are you that much of an idiot?


Seriously, drop the project.


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Re: Tiberian Dawn: The First Strike [message #486985 is a reply to message #486983] Mon, 31 March 2014 19:49 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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So anyway I was personally thinking about a color like this http://www.colourbox.com/preview/2972643-356037-texture-of-a-cement-wall-covered -gold-paint-with.jpg for GDI

And this http://classicstainedconcrete.com/images/acid%20stain%20color%20chart/english_re d_375x190.jpg for Nod

But I wanted your opinions on what the colors should be.

EDIT: After Killing You suggested it I've decided I like this color for GDI more than the other.

http://oi62.tinypic.com/11cd46r.jpg


[Updated on: Tue, 01 April 2014 15:55]

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Re: Tiberian Dawn: The First Strike [message #486986 is a reply to message #433126] Tue, 01 April 2014 00:22 Go to previous messageGo to next message
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I think the Nod colour needs to be a little darker Red.


Re: Tiberian Dawn: The First Strike [message #486988 is a reply to message #486986] Tue, 01 April 2014 08:12 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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reborn wrote on Tue, 01 April 2014 00:22

I think the Nod colour needs to be a little darker Red.


Something more like this, maybe? http://thumb1.shutterstock.com/display_pic_with_logo/842287/98334314/stock-photo -dark-red-background-of-abstract-vintage-grunge-background-texture-old-red-paper -with-soft-98334314.jpg


Re: Tiberian Dawn: The First Strike [message #486989 is a reply to message #433126] Tue, 01 April 2014 15:06 Go to previous messageGo to next message
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Yeah, that'd probably be better. Smile


Re: Tiberian Dawn: The First Strike [message #486990 is a reply to message #486989] Tue, 01 April 2014 16:16 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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I like that shade, but I don't know if it's faded enough for a realistic color.

Re: Tiberian Dawn: The First Strike [message #487110 is a reply to message #433126] Tue, 08 April 2014 16:31 Go to previous messageGo to next message
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Should we include circular lights on the front of the obelisk of light, or would you guys prefer it look more like the cutscene version?


Re: Tiberian Dawn: The First Strike [message #487120 is a reply to message #433126] Wed, 09 April 2014 17:05 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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Here our first Minigunner concept, do you guys have any suggestions?

http://oi59.tinypic.com/2cxjpdd.jpg


Re: Tiberian Dawn: The First Strike [message #487121 is a reply to message #433126] Wed, 09 April 2014 17:08 Go to previous messageGo to next message
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what is this for again?

liquidv2
Re: Tiberian Dawn: The First Strike [message #487122 is a reply to message #487121] Wed, 09 April 2014 17:32 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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liquidv2 wrote on Wed, 09 April 2014 17:08

what is this for again?


Originally, this was going to be a mod for Renegade on the W3D engine, but then we decided to become a standalone game on the Unreal Engine. I thought it would help avoid forum clutter if I just kept this all on the same thread instead of making a new one.


Re: Tiberian Dawn: The First Strike [message #487124 is a reply to message #433126] Wed, 09 April 2014 19:32 Go to previous messageGo to next message
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You're not going to get anywhere on Unreal lol

I think you know this, but you're not willing to admit it.

/I do have to admit that the concepts are pretty accurate though, but they need more detail

[Updated on: Wed, 09 April 2014 19:33]

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Re: Tiberian Dawn: The First Strike [message #487125 is a reply to message #487124] Wed, 09 April 2014 22:09 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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Aircraftkiller wrote on Wed, 09 April 2014 19:32

You're not going to get anywhere on Unreal lol

I think you know this, but you're not willing to admit it.

/I do have to admit that the concepts are pretty accurate though, but they need more detail


Any particular details in mind?

EDIT: More pouches? Maybe some insignias?


[Updated on: Wed, 09 April 2014 22:16]

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Re: Tiberian Dawn: The First Strike [message #487129 is a reply to message #487125] Thu, 10 April 2014 06:24 Go to previous messageGo to previous message
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Just curious, how far has your project evolved; can those structures do anything?

Also like zunie said, most people here are just here to troll, so I think if you're bent on doing this then showing your teams progress(in a bigger way) might gain interest more so than asking trolls about details :/



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